
;   CIVILIZATION GAME DATA
;   Copyright (c) 1998 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;
;   THE CRIMSON MANUSCRIPT - WAR IN GRANADA (v1.1)
;   Last modified August 30, 1998
;

;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
19      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
3       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
33      ; Sewer System needed to exceed this size
90      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy pays support for all units past this
0       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
99      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Armor,              4,-2,  Iro, Feu, 0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 1, 3    ; Alp
Astrology,          3,-2,  Mys, nil, 1, 3    ; Amp
Astronomy,          4, 1,  Amp, nil, 1, 3    ; Ast
Alchemy,            4,-1,  Med, nil, 1, 3    ; Ato
Andalusian Tech,    6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Ato, 1, 3    ; Che
Chivalry,           4,-2,  Too, nil, 0, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 1, 2    ; CoL
Ballistics,         5,-1,  Met, U2,  0, 0    ; CA 
Bow and Arrow,      5,-1,  War, nil, 0, 0    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Craftmanship,       4, 1,  Phy, nil, 1, 2    ; Cmp
Clockworks,         4, 1,  Cmp, nil, 0, 4    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Crossbow,           4, 0,  Cmb, U2,  0, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 0, 1    ; Eco
Compass,            4, 0,  Ast, nil, 0, 0    ; E1 
Andalusian Manners, 4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Unique Units,       0, 1,  Esp, Min, 1, 0    ; Env
Firearms,           6,-1,  Min, Tac, 1, 0    ; Esp
Explosives,         5, 0,  no,  no,  0, 2    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
City Growth,        4,-1,  The, nil, 0, 2    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Moorish Diplomacy,  0, 0,  Tac, nil, 3, 3    ; FP  ;32
Gunpowder,          8,-2,  Iro, Rob, 0, 4    ; Gen
Uprisings,          4, 1,  Too, MP,  1, 2    ; Gue 
NOGunpowderNO,      8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Nasrid Dress,       6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Entrenchments,      5,-1,  Bro, nil, 0, 4    ; Iro
Fanatism,           5, 0,  MT,  nil, 0, 2    ; Lab  ;40
Humanities,         4, 0,  Lit, Mys, 1, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 1, 3    ; Lit
Nobility,           4,-2,  The, AFl, 0, 2    ; Too
Astrolabe,          4,-1,  Ast, Stl, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 1, 3    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Royal Retinue,      5, 0,  Too, U2,  0, 2    ; MP 
Mathematics,        4,-1,  SE,  nil, 1, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 3    ; Med
Metallurgy,         6,-2,  Gen, nil, 1, 0    ; Met
Advanced Weaponry,  7,-1,  nil, CA,  0, 4    ; Min  ;52
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 1, 2    ; Mon
Monotheism,         5, 1,  Phi, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 1, 2    ; Mys
Navigation,         6,-1,  Mag, E1,  1, 2    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  PT,  Lit, 1, 2    ; Phi  ;60
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
The Flintlock,      0, 0,  Tac, nil, 0, 4    ; Plu  ;63
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Common Lore,        4,-2,  no,  no,  0, 1    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Alcntara Order,    2, 1,  no,  no,  0, 4    ; Rec
Calatrava Order,    4, 0,  no,  no,  0, 4    ; Ref
Intensive Irrig.,   3, 1,  Fli, Eco, 0, 4    ; Rfg  ;70
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Saltpeter,          0,-2,  Che, Inv, 0, 4    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Almoravid Wave,     3,-2,  no,  no,  3, 0    ; Sth  ;77
Siege Warfare,      4,-1,  Mas, Alp, 0, 0    ; SE 
Stern Helm,         4,-1,  Eng, Sea, 0, 4    ; Stl
Almohad Wave,       8,-2,  no,  no,  0, 2    ; Sup  ;80
Tactics,            0,-1,  Gue, nil, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Burgundian Knights, 4, 0,  no,  no,  0, 4    ; ToG  ;83
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  X4,  nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  CA,  U1,  1, 4    ; ... 
Event Units,        0, 0,  CA,  Env, 1, 2    ; U1 
Chivalric Code,     3, 0,  Chi, Eng, 0, 0    ; U2 
Christian Tech,     3, 0,  no,  no,  0, 0    ; U3 
Aragonese Lore,     8,-2,  no,  no,  0, 0    ; X1 
Navarrese Lore,     3, 0,  no,  no,  0, 0    ; X2 
Castilian Lore,     3, 0,  no,  no,  0, 0    ; X3 
Fatimid Lore,       3, 0,  no,  no,  0, 0    ; X4 
Nasrid Lore,        3, 0,  no,  no,  0, 0    ; X5 
Christian Lore,     3, 0,  Mon, U3,  0, 0    ; X6 
Moslem Lore,        3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1,  0,    nil,
Palace,                   10,  0,    nil,
Garrison,                  4,  0,    nil,
Granary,                   6,  0,    no,
Cathedral,                 4,  0,    Plu,
Bazaar,                    8,  0,    nil,
Library,                   8,  0,    no,
Courthouse,                8,  1,    nil,
City Walls,                8,  1,    nil,
Water Wheel,               8,  1,    nil,
Bank,                     12,  2,    nil,
Mosque,                   12,  2,    FP,
University,               16,  2,    no,
Mass Transit,             16,  3,    no,
Synagogue,                10,  3,    FP,
Crafts Guild,             20,  3,    nil,
Forge,                    20,  4,    Cmp,
SDI Defense,              20,  4,    no,
Recycling Center,         20,  1,    no,
Power Plant,              16,  2,    no,
Hydro Plant,              24,  4,    no,
Nuclear Plant,            16,  2,    no,
Mint,                     16,  3,    nil,
Public Baths,             12,  2,    Cst,
Supermarket,               8,  3,    no,
Peace of Roads,           20,  1,    Plu,
Research Lab,             16,  3,    no,
SAM Missile Battery,      10,  2,    no,
Fortifications,            8,  1,    no,
Solar Plant,              32,  4,    no,
Harbor,                    6,  0,    nil,
Fishery,                  16,  2,    nil,
Airport,                  16,  3,    no,
Prison,                    6,  2,    CoL,
Port Facility,             8,  3,    no,
SS Structural,             8,  0,    no,
SS Component,             16,  0,    no,
SS Module,                32,  0,    no,
(Luxury Goods),           60,  0,    nil,
Madinat al-Zahra,         30,  0,    nil,
Alpujarras,               30,  0,    nil,
Albaicn,                 30,  0,    nil,
Gibralfaro Castle,        30,  0,    nil,
Maimnides' Guide,        30,  0,    nil,
Pirulico Tower,           30,  0,    nil,
Calahorra Tower,          30,  0,    nil,
Torre de la Plata,        30,  0,    nil,
Alcazaba (Mlaga),        30,  0,    nil,
Marbella Fortress,        30,  0,    nil,
Abd-al-Rahman's Mosque,   30,  0,    nil,
Giralda Tower,            30,  0,    nil,
Espejo Castle,            30,  0,    nil,
La Alhambra,              30,  0,    nil,
Elvira Gate,              30,  0,    nil,
Gardens of Generalife,    30,  0,    nil,
Cadi Bridge,              30,  0,    nil,
Pomegranate,              30,  0,    nil,
Vlez Fortress,           30,  0,    nil,
Alcazaba (Almera),       30,  0,    nil,
Alcaicera Market,        30,  0,    nil,
The Cathedral,            30,  0,    nil,
La Magdalena,             30,  0,    nil,
The Alczar,              30,  0,    nil,
Torre Mocha,              30,  0,    nil,
Torre del Oro,            30,  0,    nil,
Averroes' Teachings,      30,  0,    nil,
Sacromonte,               30,  0,    nil,
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Mon,        ; Madinat al-Zahra
nil,        ; Alpujarras
Mon,        ; Albaicn
Mon,        ; Gibralfaro Castle
Mon,        ; Maimnides' Guide
Mon,        ; Pirulico Tower
Mon,        ; Calahorra Tower
Mon,        ; Torre de la Plata
Mon,        ; Mlaga Alcazaba
Mon,        ; Marbella Fortress
nil,        ; Abd-al-Rahman's Mosque
Mon,        ; Giralda Tower
Mon,        ; Espejo Castle
nil,        ; La Alhambra
Mon,        ; Elvira Gate
nil,        ; Gardens of Generalife
Mon,        ; Cadi Bridge
Mon,        ; Pomegranate
Mon,        ; Vlez Fortress
Mon,        ; Almera Alcazaba 
Mon,        ; Alcaicera Market
Mon,        ; The Cathedral
Mon,        ; La Magdalena
Mon,        ; The Alczar
Mon,        ; Torre Mocha
Mon,        ; Torre del Oro
Mon,        ; Averroes' Teachings
nil,        ; Sacromonte

;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
C Peasants,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, U1,  000000000000000
Castle,       Mon, 0,  0.,0,  0a,7d,  4h,1f, 26,0,  1, nil, 000000000000001
Early Muskets,X5,  0,  1.,0, 12a,6d,  2h,2f, 10,0,  0, Plu, 000000000000000
M Peasants,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, U1,  000000000000000
Envoy,        nil, 0,  2.,0,  0a,0d,  1h,1f,  2,0,  6, FP,  000000000000011
Unused,       nil, 0,  0.,0,  5a,4d,  1h,1f,  2,0,  0, no,  000000000000000
Halberdier,   X5,  0,  1.,0,  1a,4d,  1h,1f,  3,0,  1, Env, 000010000000000
Halberdier,   X5,  0,  1.,0,  1a,4d,  1h,1f,  3,0,  1, Env, 000010000000000
Crossbowmen,  Plu, 0,  1.,0,  5a,4d,  1h,2f,  9,0,  0, X6,  000000001000001
Serfs in Arms,nil, 0,  1.,0,  4a,4d,  1h,1f,  5,0,  1, Gue, 000001000000010
Unused,       nil, 0,  0.,0,  1a,1d,  1h,1f,  8,0,  0, no,  000000000000000
Benimerines,  nil, 0,  1.,0,  7a,4d,  1h,2f,  3,0,  0, U1,  000000001000000
Unused,       nil, 0,  0.,0,  5a,1d,  1h,2f,  6,0,  0, no,  000000000000010
Unused,       Mon, 0,  0.,0,  7a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Unused,       Mon, 0,  0.,0,  9a,4d,  1h,1f,  4,0,  0, no,  000000000000000
Unused,       Mon, 0,  0.,0,  2a,5d,  1h,1f,  6,0,  0, no,  000000000000000
M Lancers,    U3,  0,  2.,0,  8a,3d,  1h,1f,  8,0,  0, nil, 000010000000000
Unused,       Mon, 0,  0.,0,  5a,5d,  1h,2f,  3,0,  0, no,  000000000000000
Unused,       Mon, 0,  0.,0,  9a,4d,  1h,1f,  6,0,  0, no,  000000000000000
Unused,       Mon, 0,  0.,0,  7a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Abencerrajes, nil, 0,  3.,0, 10a,4d,  1h,1f,  8,0,  0, U1,  000000000000000
Unused,       Mon, 0,  0.,0, 10a,4d,  1h,1f,  1,0,  0, no,  000000000000000
Unused,       nil, 0,  0.,0,  6a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Unused,       nil, 0,  0.,0,  8a,1d,  1h,1f,  6,0,  0, no,  000000000000000
Mobile Cannon,nil, 0,  1.,0, 12a,3d,  2h,3f, 11,0,  0, Min, 000001001000000
Cannon,       Min, 0,  1.,0, 10a,2d,  2h,2f, 10,0,  0, CA,  000000000000000
Unused,       CA,  0,  0.,0,  9a,1d,  2h,2f,  8,0,  0, no,  000000000000000
El Zagal,     nil, 0,  3.,0, 12a,6d,  4h,2f, 32,0,  0, Env, 000000000000001
Unused,       nil, 0,  0.,0,  2a,2d,  2h,1f,  3,0,  1, no,  000000000000000
Spears,       U3,  0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, nil, 000010000000000
Unused,       nil, 0,  0.,0,  5a,3d,  1h,1f,  4,0,  1, no,  000000000000000
Zegres,      nil, 0,  2.,0,  8a,4d,  1h,1f,  5,0,  0, U1,  000000000000000
Unused,       nil, 0,  0.,0,  2a,1d,  1h,1f,  4,2,  2, no,  000000000000000
Unused,       nil, 0,  0.,0,  1a,1d,  1h,1f,  4,2,  3, no,  000000000000000
Unused,       nil, 0,  0.,0,  5a,4d,  1h,1f,  5,4,  2, no,  000000000000000
Unused,       nil, 0,  0.,0,  5a,4d,  1h,1f,  5,4,  2, no,  000000000000000
Unused,       nil, 2,  0.,0,  4a,4d,  1h,1f,  6,0,  2, no,  000000000000000
Unused,       nil, 0,  0.,0,  3a,2d,  1h,1f,  5,0,  1, no,  000000000000000
Med. Boat,    nil, 2,  4.,0,  4a,3d,  2h,1f,  6,0,  2, U1,  000000000000001
Atl. Carrack, nil, 2,  4.,0,  4a,3d,  2h,1f,  6,0,  2, U1,  000000000000001
Camel,        nil, 0,  2.,0,  7a,4d,  1h,2f,  4,0,  0, U1,  000000001000000
Unused,       nil, 0,  0.,0,  5a,2d,  1h,1f,  2,0,  1, no,  000000000000000
Mulhacn,     nil, 0,  0.,0,  0a,4d,  2h,1f,  4,0,  0, Env, 000010000000000
Unused,       nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, no,  000000000000000
Unused,       nil, 0,  0.,0,  2a,1d,  2h,1f,  0,0,  0, no,  000000000000000
Unused,       nil, 0,  0.,0,  1a,1d,  1h,1f,  0,0,  0, no,  000000000000000
Soraya,       nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, U1,  000000000000001
Isabel de Sols,nil,0, 2.,0,  0a,0d,  1h,1f, 32,0,  6, Env, 000000000000011
Caravan,      nil, 0,  0.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000000
Horse Archer, U3,  0,  2.,0,  5a,2d,  1h,2f,  6,0,  0, nil, 000001001000000
Scimitars,    nil, 0,  1.,0,  7a,4d,  1h,2f,  9,0,  0, U1,  000000001000000
Aragonese,    nil, 0,  2.,0,  7a,4d,  2h,2f,  2,0,  1, U1,  000000000000000
Archers,      U3,  0,  1.,0,  5a,2d,  1h,2f,  4,0,  1, nil, 000001001000011
Unused,       nil, 0,  0.,0,  1a,2d,  1h,1f,  4,0,  1, no,  000000000000000
Unused,       Esp, 0,  0.,0,  8a,5d,  1h,1f,  8,0,  1, no,  000001000000000
Harquebusier, Plu, 0,  1.,0,  8a,4d,  2h,2f,  9,0,  0, X6,  000000000000000
C Lancers,    X5,  0,  2.,0,  8a,3d,  1h,1f,  6,0,  0, nil, 000010000000000
Handgunners,  U3,  0,  1.,0,  8a,4d,  2h,2f, 10,0,  1, nil, 000000000000000
El Gran Capitn,nil,0, 3.,0, 20a,20d, 4h,2f, 32,0,  0, Env, 000000000000001
Unused,       nil, 0,  0.,0,  5a,3d,  1h,1f,  5,0,  0, no,  000000000000000
Light Cvlry., U3,  0,  2.,0,  7a,3d,  1h,1f,  7,0,  0, nil, 000000000000000
Boabdil,      nil, 0,  3.,0, 11a,7d,  4h,1f, 32,0,  0, Env, 000000001000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 3, 1,   For, 0, 8,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 3, 2,   For, 0, 5,  0,  Hil,   ; Grs
Forest,     2,3,  5,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Mulhacn,   3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Vega,       2,2,  2,1,0,   yes, 1, 3, 2,   yes, 1,15,  3,  Tun,   ; Gla
Marsh,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Doana,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  1,1,0,
Olive Oil,  1,2,  1,3,2,
Grassland,  1,2,  2,1,0,
      ,     2,3,  2,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
      ,     1,2,  5,2,0,
Ivory,      2,2,  1,1,4,
    ,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  2,0,2,
          , 2,2,  2,1,0,
Wheat,      1,2,  2,1,0,
Grassland,  1,2,  1,1,0,
    ,       2,3,  5,2,0,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
          , 2,2,  2,1,0,
Spice,      2,3,  1,0,4,
Fruit,      2,3,  2,0,1,
Tuna,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Monarchy,       King,        Queen
Monarchy,       King,        Queen
Monarchy,       King,        Comrade
Monarchy,       King,        Queen
Monarchy,       King,        Queen
Monarchy,       King,        President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Boabdil,      Livia,               0, 1, 0, Nasrids,     Nasrid,      0,  0,  0,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    0,  0,  1,     
Fernando,     E. Roosevelt,        0, 5, 1, Aragonese,   Aragonese,   1,  1, -1,     
Alexander,    Isabel,              1, 6, 0, Castilians,  Castilian,   1,  1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  0,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian,0, 0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Cereal,
Vinegar,
Honey,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Wool,
Silver,
Glass,
Gems,
Gold,
Oil,
Ivory,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Receptive [+]
Neutral
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]













